The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations.
Some problems that need to be addressed:
1. Pause should not call Finish on the template instance since that tears down the whole evaluation state (this may be required currently because UMG players are recycled - investigation needed.
2. We should either make play gracefully play without setting up the whole template instance again, or add a "Resume" method if that is not possible.
Making these changes will stop having to re-create evaluation state such as track instance bindings when the sequence needs to be resumed.
Also, stick an audio track in there, pause should stop the audio from playing.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Anim - Sequencer |
---|---|
Target Fix | 4.19 |
Created | Jul 27, 2017 |
---|---|
Resolved | Nov 9, 2017 |
Updated | Feb 7, 2018 |